Monday, 2 March 2020

Treasure: Rods

Treasure: Rods

Now, let's convert the rods from the Dungeon Master's Guide for D&D 3.5. At least the ones that make sense in GURPS. Also, I decided to change the magic item format by culling the TL8 part and the metatronic generator part. I am not using those, and they take extra time. Sorcery is much more workable, it seems.

Rod of Absorption

Rod of Absorption – as an enchanted item (using Sorcery)
This rod acts as a magnet, drawing magical effects into itself. The rod of absorption has ER 20 that the wielder can use to power any of their magical abilities. This ER starts empty. The rod grants the wielder Magic Resistance 3 (Improved) (p. B67). Whenever a spell is cast on the wielder, they can waive their bonus to resist from Magic Resistance and instead roll their unmodified resistance roll. The caster still gets a penalty equal to that MR. If the spell fails for whatever reason, the wielder gain a number of character points equal to the spell’s modified Fatigue Point cost to cast (e.g., reduced by high skill). The rod replenishes a point of ER for each gained character point.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: ER 20 (Magical; Special Recharge, -70%) [18] + Magic Resistance 3 (Improved, +150%; Magical, -10%; Spell Absorption, ER, +50%) [18]. Weapon, Metal, x0.45; 17 EP.
            TL3 Price: 2 x ($100 + 17 x $320) = $11,080.

Rod of Alertness

Rod of Alertness – as an enchanted item (using Sorcery)
This rod acts as a mace. It is enchanted to grant the wielder +1 to skill rolls to hit with it. In addition, if grasped firmly, the rod enables the holder to cast the following spells: Compel Truth, Detect Magic (GURPS Thaumatology: Sorcery, p. 19), Light 2 (GURPS Thaumatology: Sorcery, p. 19), See Invisible, Sense Chaos, Sense Danger (GURPS Sorcery: Protection and Warning Spells, p. 12), Sense Evil, Sense Good, Sense Law.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Compel Truth [28/5=6] + Detect Magic [7/5=2] + DX+1 (Accessibility, Only attacks with this weapon, -80%; Magical, -10%) [4] + Light 2 [15/5=3] + See Invisible [30] + Sense Chaos [8/5=2] + Sense Danger [4/5=1] + Sense Evil [8/5=2] + Sense Good [8/5=2] + Sense Law [8/5=2]. Weapon, Metal, x0.45; 25 EP.
            TL3 Price: 2 x ($150 + 25 x $320) = $16,300.

Rod of Cancellation

Rod of Cancellation – as an enchanted item (using Sorcery)
This dreaded rod is a bane to magic items, for its touch drains an item of all magical properties. The item touched must resist in a Quick Contest of its spell level (if a skill) or its enchanter’s Will + Talent (if a power) against the rod’s wielder’s Will to prevent the rod from draining it. Upon draining an item, the rod itself becomes brittle and cannot be used again. Drained items are cannot be restores. (If a sphere of annihilation and a rod of cancellation negate each other, nothing can restore either of them.)
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Neutralize (Magic; Accessibility, Must target an enchanted item, -20%; Cosmic, Removes Enchantments, +100%; Extended Duration, Truly Permanent, +300%; Magical, -10%; Nuisance Effect, Becomes brittle and useless after a successful use, -200%) [135]. Weapon, Metal, x0.45; 61 EP.
            TL3 Price: 2 x ($3,000 + 61 x $320) = $45,040.

Rod of Enemy Detection

Rod of Enemy Detection – as an enchanted item (using Sorcery)
This rod allows the wielder to cast Sense Foes (Improved).
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Sense Foes (Improved) [35]. Weapon, Metal, x0.45; 16 EP.
            TL3 Price: 2 x ($100 + 16 x $320) = $10,440.

Rod of Flailing

Rod of Flailing – as an enchanted item (using Sorcery)
Upon the command of its possessor, the rod activates, changing from a normal-seeming rod to a double-ended heavy flail (GURPS Fantasy-Tech 2: Weapons of Fantasy, p. 7) enchanted with Defending Weapon 1 and Puissance 1 (+1 to Parry and +2 to swing damage). Transforming it into a weapon or back into a rod takes 2 seconds.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Alternate Form (Rod of Flailing; Magical, -10%; Reduced Time 3, +60%) [32] (KYOS: 30). Note: “Rod of Flailing” is Double-Ended Heavy Flail with Enhanced Parry 1 (This weapon only; Magical, -10%) [5] and Striking ST+2 (Magical, -10%; One Attack, This weapon, -60%) [3] (KYOS: 1). Weapon, Metal, x0.45; 15 EP (KYOS 14 EP).
TL3 Price: 2 x ($70 + 15 x $320) = $9,740.
TL3 Price (KYOS): 2 x ($70 + 14 x $320) = $9,100.

  
Rod of Flame Extinguishing

Rod of Flame Extinguising – as an enchanted item (using Sorcery)
This rod allows the wielder to cast Extinguish Fire 1 (Pyramid #3-63, p. 7).
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Extinguish Fire 1 [15]. Weapon, Metal, x0.45; 7 EP.
TL3 Price: 2 x ($50 + 7 x $320) = $4,580.
  
Rod of Lordly Might

Rod of Lordly Might – as an enchanted item (using Sorcery)
This rod has functions that are spell-like, and it can also be used as a magic weapon of various sorts. It also has several more mundane uses. The rod of lordly might is metal, thicker than other rods, with a flanged ball at one end and six studlike buttons along its length. (Pushing any of the rod’s buttons is A Ready maneuver.)
The following spell-like functions of the rod can each be used once per day. They are only usable when the rod is in its normal form.
-          A paralyzing attack. If a hit with the rod is successful, then the target must make an HT roll with a bonus equal to DR of the location that was hit (DR with Tough Skin does not count). On a failure, the target is paralyzed for margin of failure minutes.
-          Fear upon all enemies viewing it. The wielder can exclude any creatures from this effect. All affected creatures must make an immediate Fright Check. The victims get +1 per Fright Check after the first within 24 hours.
-          Deliver a vampiric strike. For every full 3 HP of injury the rod inflicts on a living victim, the wielder heals 1 HP. The wielder cannot raise his HP above normal this way.
The following weapon functions of the rod have no limit on the number of times they can be employed. All the following transformations take 2 seconds.
-          In its normal form, the rod can be used as a mace of Accuracy 1. This gives the weapon a +1 to skill rolls to hit.
-          When button 1 is pushed, the rod becomes a flaming longsword. A blade springs from the ball, with the ball itself becoming the sword’s hilt. The weapon lengthens to an overall length of 4 feet. The blade deals 1d follow-up burning damage.
-          When button 2 is pushed, the rod becomes an axe of Accuracy 1. A wide blade springs forth at the ball, and the whole lengthens to 4 feet. This gives the weapon a +1 to skill rolls to hit.
-          When button 3 is pushed, the rod becomes a short spear, a long spear, or a lance of Accuracy 2. The spear blade springs forth, and the handle can be lengthened up to 12 feet (wielder’s choice), for an overall length of from 6 feet to 15 feet. This gives the weapon a +2 to skill rolls to hit.
The following other functions of the rod also have no limit on the number of times they can be employed. They can only be used when the rod is in its normal form.
-          Climbing pole/ladder. When button 4 is pushed, a spike that can anchor in granite is extruded from the ball, while the other end sprouts three sharp hooks. The rod lengthens to anywhere between 5 and 50 feet in 10 seconds, stopping when button 4 is pushed again. Horizontal bars three inches long fold out from the sides, 1 foot apart, in staggered progression. The rod is firmly held by the spike and hooks and can bear up to 4,000 pounds. The wielder can retract the pole by pushing button 5. Retraction takes 10 seconds.
-          When button 6 is pushed, the rod indicates magnetic north and gives the wielder a knowledge of his approximate depth beneath the surface or height above it.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Absolute Direction (Magical, -10%) [5/5=1] + Affliction 1 (HT; Follow-Up, This weapon, +0%; Limited Use, 1/day, -40%; Magical, -10%; Paralysis, +150%) [20/5=4] + Alternate Form (Axe of Accuracy; Magical, -10%; Reduced Time 3, +60%) [23/5=5] + Alternate Form (Climbing Pole/Ladder; Magical, -10%) [14/5=3] + Alternate Form (Flaming Longsword; Magical, -10%; Reduced Time 3, +60%) [23/5=5] + Alternate Form (Lance of Accuracy; Magical, -10%; Reduced Time 3, +60%) [23/5=5] + Alternate Form (Long Spear of Accuracy; Magical, -10%; Reduced Time 3, +60%) [23/5=5] + Alternate Form (Short Spear of Accuracy; Magical, -10%; Reduced Time 3, +60%) [23/5=5] + DX+1 (Accessibility, Only attacks with this weapon, -80%; Magical, -10%) [4] + Terror (Sight; Limited Use, 1/day, -40%; Magical, -10%; Selective Effect, +20%) [21/5=5] + Vampiric Strike [33]. Notes: “Axe of Accuracy” is Axe with DX+1 (Accessibility, Only attacks with this weapon, -80%; Magical, -10%) [4]. “Flaming Longsword” is Longsword with Burning Attack 1d (Follow-Up, This weapon, +0%; Magical, -10%; Visible, -10%) [4]. “Lance of Accuracy” is Lance with DX+2 (Accessibility, Only attacks with this weapon, -80%; Magical, -10%) [8]. “Long Spear of Accuracy” is Long Spear with DX+2 (Accessibility, Only attacks with this weapon, -80%; Magical, -10%) [8]. “Short Spear of Accuracy” is Short Spear with DX+2 (Accessibility, Only attacks with this weapon, -80%; Magical, -10%) [8]. “Vampiric Strike” is Imbue 3 (Limited Skill Access, Vampiric Weapon, -80%) [8] + Unusual Training [1] + Vampiric Weapon (VH) DX [8] modified with Cosmic, No die roll required (+100%), Limited Use, 1/day (-40%), Magical (-10%) and Reduced Fatigue Cost 2 (+40%). Weapon, Metal, x0.45; 34 EP.
            TL3 Price: 2 x ($300 + 34 x $320) = $22,360.

Rod of Metal and Mineral Detection

Rod of Metal and Mineral Detection – as an enchanted item (using Sorcery)
This rod allows the wielder to cast Seek Earth and Seek Metal.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Seek Earth [61] + Seek Metal [41/5=9]. Weapon, Metal, x0.45; 32 EP.
            TL3 Price: 2 x ($300 + 32 x $320) = $21,080.

  
Rod of Metamagic (Empower)

Rod of Metamagic (Empower) – as an enchanted item (using Sorcery)
This rod allows the wielder to use Extra Effort (GURPS Thaumatology: Sorcery, p. 6) for his spells more easily, giving him a +4 bonus to Will for this purpose only. This rod can be used three times per day.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Will+4 (Accessibility, Only for Extra Effort on Sorcery spells, -80%; Limited Use, 3/day, -20%; Magical, -10%) [4]. Weapon, Metal, x0.45; 2 EP.
            TL3 Price: 2 x ($30 + 2 x $320) = $1,340.

Rod of Metamagic (Enlarge)

Rod of Metamagic (Enlarge) – as an enchanted item (using Sorcery)
This rod allows the wielder to increase the range of his spells. Doing so imposes a -1 penalty on the casting roll per level of Increased Range (p. B106) applied. If the spell has no casting roll, then the wielder must make an IQ roll instead with the intended penalty. If this roll fails, the spell fizzles. This rod can be used three times per day.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Extra Option (Power Techniques for Sorcery spells) [1] + Unusual Training (Increased Range technique) [1] modified by Limited Use, 3/day (-20%) and Magical (-10%) for the total of 2. Weapon, Metal, x0.45; 1 EP.
            TL3 Price: 2 x ($30 + 1 x $320) = $700.

Rod of Metamagic (Extend)

Rod of Metamagic (Extend) – as an enchanted item (using Sorcery)
This rod allows the wielder to increase the duration of his spells. Doing so imposes a -2 penalty on the casting roll per level of Extended Duration (p. B105) applied. This cannot make the duration permanent. If the spell has no casting roll, then the wielder must make an IQ roll instead with the intended penalty. If this roll fails, the spell fizzles. This rod can be used three times per day.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Extra Option (Power Techniques for Sorcery spells) [1] + Unusual Training (Extended Duration technique) [1] modified by Limited Use, 3/day (-20%) and Magical (-10%) for the total of 2. Weapon, Metal, x0.45; 1 EP.
            TL3 Price: 2 x ($30 + 1 x $320) = $700.

Rod of Metamagic (Maximize)

Rod of Metamagic (Maximize) – as an enchanted item (using Sorcery)
This rod allows the wielder to use Extra Effort (GURPS Thaumatology: Sorcery, p. 6) for his spells more easily, giving him a +16 bonus to Will for this purpose only. This rod can be used three times per day.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Will+16 (Accessibility, Only for Extra Effort on Sorcery spells, -80%; Limited Use, 3/day, -20%; Magical, -10%) [16]. Weapon, Metal, x0.45; 8 EP.
            TL3 Price: 2 x ($50 + 8 x $320) = $5,220.

Rod of Metamagic (Quicken)

Rod of Metamagic (Quicken) – as an enchanted item (using Sorcery)
This rod allows the wielder to quicken the casting of some of his spells. Doing so imposes a -2 penalty on the casting roll per level of Reduced Time (p. B108) applied. This only affects spells that have normal casting times longer than one second (for example, Divination or Create Object). If the spell has no casting roll, then the wielder must make an IQ roll instead with the intended penalty. If this roll fails, the spell fizzles. This rod can be used three times per day.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Extra Option (Power Techniques for Sorcery spells) [1] + Unusual Training (Reduced Time technique) [1] modified by Limited Use, 3/day (-20%) and Magical (-10%) for the total of 2. Weapon, Metal, x0.45; 1 EP.
            TL3 Price: 2 x ($30 + 1 x $320) = $700.

Rod of Metamagic (Silent)

Rod of Metamagic (Silent) – as an enchanted item (using Sorcery)
This rod allows the wielder to cast spells with no magical incantations. Doing so imposes a -1 penalty on the casting roll. If the spell has no casting roll, then the wielder must make an IQ roll instead with the intended penalty. If this roll fails, the spell fizzles. This rod can be used three times per day.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Extra Option (Power Techniques for Sorcery spells) [1] + Unusual Training (Silent Casting technique) [1] modified by Limited Use, 3/day (-20%) and Magical (-10%) for the total of 2. Weapon, Metal, x0.45; 1 EP.
            TL3 Price: 2 x ($30 + 1 x $320) = $700.

Rod of Negation

Rod of Negation – as an enchanted item (using Sorcery)
This device negates the spell or spell-like function or functions of magic items. The wielder points the rod at the magic item, and a pale gray beam shoots forth to touch the target device. The wielder rolls Innate Attack (Beam) to hit. The item hit must resist with its spell level (if a skill) or its enchanter’s Will + Talent (if a power) to prevent the rod from neutralizing its powers for 3 minutes.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Neutralize (Magic; Accessibility, Must target an enchanted item, -20%; Fixed Duration, +0%; Limited Use, 3/day, -20%; Magical, -10%; Ranged, +40%; Weaponized, -50%) [20]. Weapon, Metal, x0.45; 9 EP.
            TL3 Price: 2 x ($50 + 9 x $320) = $5,860.

  
Rod of Rulership

Rod of Rulership – as an enchanted item (using Sorcery)
This rod looks like a royal scepter. The wielder can command the obedience and fealty of creatures in his sight within 64 yards when he activates the device (a Ready maneuver). The wielder rolls a Quick Contest of IQ vs. each subject’s Will, applying normal range penalties. Those who fail, obey the wielder until he deactivates the device. Creatures that resist successfully are not affected by this rod again for 24 hours. Ruled creatures obey the wielder as if she were their absolute sovereign. Still, if the wielder gives a command that is contrary to the nature of the creatures commanded, they get another roll to resist. The rod can be used for 900 total minutes before crumbling to dust. This duration need not be continuous.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Mind Control (Area Effect, 64 yards, +300%; Emanation, -20%; Extended Duration, x300, +100%; Fixed Duration, +0%; Independent, +70%; Magical, -10%; Single Use, Variant, x1/5) [54]. Weapon, Metal, x0.45; 25 EP.
            TL3 Price: 2 x ($150 + 5 x $320) = $16,300.

Rod of Security

Rod of Security – as an enchanted item (using Sorcery)
This rod allows the wielder to cast Sanctuary.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Sanctuary [130]. Weapon, Metal, x0.45; 59 EP.
            TL3 Price: 2 x ($2,000 + 59 x $320) = $41,760.

Rod of Splendor

Rod of Splendor – as an enchanted item (using Sorcery)
This rod grants the wielder Charisma 3 (p. B41). Once per day, the rod creates and garbs the wielder in clothing of the finest fabrics, plus adornments of furs and jewels. Apparel created by the magic of the rod remains in existence for 12 hours. However, if the possessor attempts to sell or give away any part of it, to use it for a spell component, or the like, all the apparel immediately disappears. The same applies if any of it is forcibly taken from her. In effect, this is identical to the Fashion Sense (p. B21) advantage.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Charisma 3 (Magical, -10%) [14] + Fashion Sense (Magical, -10%) [5]. Weapon, Metal, x0.45; 9 EP.
            TL3 Price: 2 x ($50 + 9 x $320) = $5,860.

  
Rod of the Python

Rod of the Python – as an enchanted item (using Sorcery)
This rod is longer than normal rods - it is about 6 feet long. It strikes as a quarterstaff. When the rod is tossed down, it becomes an anaconda (GURPS Dungeon Fantasy 5: Allies, p. 6) (this function only works if the anaconda’s point value is 75% or less of your point value). The creature obeys and serves you for up to 6 hours.
If the creature was dismissed or dispelled, or if the duration ran out, then you have to wait five minutes before you can summon one again. If slain in snake form, the rod simply reverts to a rod that can be used again at a later time, but no earlier than one day after such death.
The rod has SM-3, DR 2 and HP 3, it weighs 4 pounds.
Statistics: Ally (Anaconda; Built on 75%; Constantly; Conjured, +100%; Magical, -10%; Maximum Duration, 6 hours, -5%; Requires the wielder to drop the rod, -10%) [21]. Staff, x0.35; 8 EP.
            TL3 Price: 2 x ($50 + 8 x $320) = $5,220.
   
Rod of the Viper

Rod of the Viper – as an enchanted item (using Sorcery)
Thrice per day, the wielder of the rod can make command the head of the rod to become that of an actual serpent, making it deal 2d follow-up toxic damage.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Toxic Attack 2d (Follow-Up, This weapon, +0%; Limited Use, 3/day, -20%; Magical, -10%; Visible, -10%) [5]. Weapon, Metal, x0.45; 3 EP.
            TL3 Price: 2 x ($30 + 3 x $320) = $1,980.

Rod of Thunder and Lightning

Rod of Thunder and Lightning – as an enchanted item (using Sorcery)
Constructed of iron set with silver rivets, this rod has the properties of a mace. Its other magical powers are as follows.
-          Once per day, the wielder of the rod can cast Thunderclap 1 (GURPS Thaumatology: Sorcery, p. 24).
-          Once per day, the wielder of the rod can cast Stroke of Lightning 2.
-          Once per day, the wielder of the rod can make imbue the rod with lightning, making it deal 2d follow-up burning surge damage.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Burning Attack 2d (Follow-Up, This weapon, +0%; Limited Use, 1/day, -40%; Magical, -10%; Surge, +20%; Visible, -10%) [6/5=2] + Stroke of Lightning 2 (Limited Use, 1/day, -40%) [16/5=4] + Thunderclap 1 (Limited Use, 1/day, -40%) [32]. Weapon, Metal, x0.45; 18 EP.
            TL3 Price: 2 x ($100 + 18 x $320) = $11,720.
  
Rod of Withering

Rod of Withering – as an enchanted item (using Sorcery)
            A rod of withering acts as a mace that deals toxic damage instead of crushing. Toxic damage only harms living things and has no special damage effects – but it also leaves no bruises or, in this case, any other evidence!
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Imbue 1 (Limited Skill Access, Toxic Strike, -80%) [2] + Unusual Training [1] + Toxic Strike (VH) DX [8] modified with Always On (-10%), Cosmic, No die roll required (+100%), Magical (‑10%), Reduced Fatigue Cost 2 (+40%), and Visible (‑10%). Weapon, Metal, x0.45; 11 EP.
            TL3 Price: 2 x ($70 + 11 x $320) = $7,180.

Rod of Wonder

Rod of Wonder – as an enchanted item (using Sorcery)
            A rod of wonder is a strange and unpredictable device that randomly generates any number of weird effects each time it is used. Typical powers of the rod include the following.
1d, 1d, 1d
Wondrous Effect
1-3, 1, 1-3
1-3, 1, 4-6
1-3, 2 ,1-3
Deludes wielder for 5 seconds into believing the rod functions as indicated by a second die roll (no save).
1-3, 2, 4-6
Air Jet 5 (GURPS Thaumatology: Sorcery, p. 12)
1-3, 3, 1-3
1-3, 3, 4-6
1-3, 4, 1-3
1-3, 4, 4-6
Summon an animal (worth 50% or less of the character’s point value) that serves the character for 10 minutes (or until slain, or until another effect of the rod of wonder is used), at which point it disappears. It can follow any of the commands a normal tamed animal of that kind would follow. If the animal was killed, you cannot summon another one in the following five minutes. Animals produced are always random, and only one may exist at a time.
Roll 1d to determine the animal: rhinoceros (1-2), elephant (3) (p. B460), mouse (4-6) (as rat from GURPS Dungeon Fantasy 5: Allies, p. 24).
1-3, 5, 1-3
1-3, 5, 4-6
Stream of 600 large butterflies pours forth and flutters around for 10 seconds. The butterflies impede vision (including Infravision and Ultravision) in a 8-yard-radius area. The affected sense is at -7 in the area, and the boundaries of this zone are detected at +7.
1-3, 6, 1-3
Enlarge Other 1 (up to 50 points in extra ST)
1-3, 6, 4-6
4-6, 1, 1-3
4-6, 1, 4-6
4-6, 2, 1-3
4-6, 2, 4-6
Explosive Fireball 3 (Pyramid #3-63, p. 7)
4-6, 3, 1-3
4-6, 3, 4-6
Leaves grow from the target. These last 24 hours. The wielder must win in a Quick Contest of Will vs. the target’s HT to affect the target. This effect is treated as Unnatural Features 3 (p. B22).
4-6, 4, 1-3
You fire a cone of gem shards that does 1d piercing damage per level. The effect spreads to affect everyone in a cone-shaped area. Cones use special rules; see Area and Spreading Attacks (p. B413). The cone has a maximum width of 5 yards at the maximum range of 10 yards This spell has the 1/2D range of 2 yards. Use Innate Attack (Beam) to hit.
4-6, 4, 4-6
4-6, 5-6, 1-3
The target (1-3 or 1d) or wielder (4-6 on 1d) turn permanently blue (1-2 on 1d), green (3-4 on 1d), or purple (5-6 on 1d). The wielder must win in a Quick Contest of Will vs. the target’s HT to affect the target. This effect is treated as Unnatural Features 2 (p. B22). This effect cannot be dispelled by Dispel Magic. Remove Curse or an equivalent effect must be used.
4-6, 5-6, 4-6
Flesh to Stone (GURPS Thaumatology: Sorcery, p. 12) or Stone to Flesh if target is stone already.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Affliction 1 (HT; Cosmic, Immune to Dispel Magic, +50%; Disadvantage, Unnatural Features 2, +2%; Extended Duration, Permanent, +150%; Magical, -10%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Affects the user half the times, -50%) [42/6=7] + Affliction 1 (HT; Disadvantage, Unnatural Features 3, +3%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Magical, -10%; Malediction 2, +150%; No Signature, +20%) [39/6=7] + Air Jet 5 [30/6=5] + Ally (A specific set of animals; Built on 50%; Constantly; Adjustable, a set of animals, does not provides information, +50%; Conjured, +100%; Magical, -10%; Maximum Duration, 10 minutes, -50%) [16/6=3] + Blackout 2 [46/6=8] + Color Spray [31/6=6] + Create Plant 1 [15/6=3] + Enlarge Other 1 (up to 50 points in extra ST) [70] + Ethereal Body [52/6=9] + Explosive Fireball 3 [27/6=5] + Faerie Fire [30/6=5] + Flesh to Stone [61/6=11] + Mind-Reading [26/6=5] + Obscure 7 (Vision; Area Effect, 8 yards, +100%; Extended, Infravision and Ultravision, +40%; Magical, -10%; Persistent, +40%) [38/6=7] + Personal Invisibility [66/6=11] + Piercing Attack 1d (Cone 5, +110%; Increased 1/2D, x2, +5%; Magical, -10%; Reduced Range, 1/10, -30%) [9/6=2] + Rain 1 [46/6=8] + Shrink 3 [26/6=5] + Slow [36/6=6] + Stinking Cloud 1 [39/6=7] + Stroke of Lightning 2 [20/6=4] + Stone to Flesh [28/6=5]. Note: The random nature of the item makes the alternative abilities divide the cost by 6 instead of 5. Weapon, Metal, x0.45; 90 EP.

            TL3 Price: 2 x ($20,000 + 90 x $320) = $97,600.

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